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Amber Quadav (CR 1)

XP 400
Quadav Black Mage 1
N Medium Humanoid (Reptilian, Quadav)
Init +0; Senses Low-light vision; Perception +2


AC 11, touch 10, flat-footed 11 (+1 natural)
HP 5 [8] (1d6+2)
MP 4
Fort +2, Reflex +0, Will +4
Defensive Abilities Full Withdrawal; Resist Water 5


Speed 20 ft., Swim 30 ft.
Melee Quarterstaff +1 (1d6+1)
Ranged Water Power Staff +0 (1d6+2 water dmg)
Spells Known (Black Mage CL 1st, Concentration +3)

At will (DC 12) dark orb, daze, detect magic, message
1st (DC 13) blind, mage armor, shocking grasp, sleep, water, water blast


Str 12, Dex 10, Con 14, Int 14, Wis 14, Cha 10
Base Atk +0; CMB +1; CMD 11
Feats Combat Casting
Skills Appraise +6, Knowledge (arcana, geography) +6, Spellcraft +6; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Aquan, Common, Draconic, Quadav
SQ Black Magery (Increase Damage +1), Hold Breath, Spell Proficiency, Steel Shelled
Gear cure potion(1), water power staff, quarterstaff


Full Withdrawal (Ex)

As a full round action, quadav may retract their body into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 20% concealment. When they use this ability, they immediately fall prone, drop anything they were holding, and any item that isn’t directly attached to their skin. While they are in this form, they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell, they must spend another full round action (this does not provoke AoO).

Hold Breath (Ex)

Quadav can hold their breath underwater for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Steel Shelled (Ex)

As a quadav gets older the harder its shell gets and gains a +1 natural armor bonus.